Java Slot Machine Simulation

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I was bored and that can be a dangerous thing. Like doodling on the phone book while you are talking on the phone, I doodle code while answering questions on DIC. Yeah, it means I have no life and yes it means I was born a coder. During this little doodle I decided to make a slot machine. But not your standard slot machine per say, but one designed a little bit more like the real thing. Sure it could have been done a little more simpler and not even using a Wheel class at all, but what fun is that? In this entry I show the creation of a slot machine from a bit more of a mechanical aspect than a purely computerized one. It should provide a small sampling of classes and how they can represent real life machines. We cover it all right here on the Programming Underground!

Today in C#, i will teach you how to create a program called Slot Machine Game. Now, let's start this tutorial! Let's start with creating a Windows Form Application in C# for this tutorial by following the following steps in Microsoft Visual Studio: Go to File, click New Project, and choose Windows Application. Java exercises and practice projects with solutions pdf. Links to University Java assigments. Java exercises for basic, intermediate and advanced level students. Java exams and interview questions. Links to Java challenges. Java Arrays, loops, conditionals, objects, classes, inheritance, methods exercises.

So as I have already said, this little project was just something to play around with. It turned out kinda nice, so I thought I would share it. But what did I mean about it being mechanical in nature? Well, if you have ever played a real slot machine, not the digital ones they have in casinos now, you would see a metal case with a series of wheels. Typically it would be three wheels with pictures on them. When you put your money in and pull the handle the wheels would be set into motion. They would spin and then the first wheel would stop, followed by the second and then the third. After they have all stopped, the winnings are determined and you are paid out in coinage or credits.

Slot Machine Simulation Java Program

I thought, why not be a bit mechanical in this slot machine design and create the wheels as a class called “Wheel” and give it the ability to spin independently of the other wheels? Have the wheel keep track of which picture (or in our case number) is flying by and report the results to the actual slot machine class. I could have done this mechanism without the need of a wheel at all and instead load up an array and have it randomly pick a number from the wheel. Little slimmer, little more efficient but wouldn’t show much programming theory.

What do we gain by recreating these Wheel classes and spinning them independently? Well, you gain a slight bit of flexibility. Independently we are able to control the speed of the spinning if we wanted to, we are able to grasp the idea of the wheel as a concept in our mind and manipulate it. We could easily built in features like if the wheel lands on a certain number it will adjust itself. Like some slots in Vegas, if you land on lets say a rocket in the center line, the machine would see the rocket and correct the wheel to spin backwards 1 spot (in the direction of the rocket as if the rocket was controlling the wheel). We could spin one wheel one way and another wheel another. We could inherit from that wheel and create a specialized wheel that does a slew of new different behaviors. All encapsulated into one solid object making the actual Machine class oblivious to the trickery of the wheel itself… encapsulation at its finest!

The machine class we create will contain 3 pointers. Each to one of the wheels. The machine itself will be in charge of a few different tasks. Taking money, issuing and removing credits, determining when to spin, telling each of the wheels to spin and checking our winnings based on some chart we create. It has enough on its plate than worrying about the wheels and reading their values.

So lets start with our Wheel class and its declaration/implementation…

wheel.h

As you can see the wheel itself is not a difficult concept to envision. The bulk of the work is in the read() method. Here we simply read the values from our internal array of integers (the values on the wheel) and return those values as an array of the three integers… representing the visible column. This column will then be loaded into our 2-Dimensional Array back in the Machine class. The 2D array represents the view or screen by which the user sees the results. Remember that the user never gets to see the entire wheel. Only the 3 consecutive values on the face of the wheel.

Here is how it may look in the real world. We have our machine with the three wheels and our 2D array called “Screen” which acts as our viewing window. Each wheel will report its values and those values will be put into the screen…

Below is our machine class…

machine.h

This looks like a lot of code but really it is not if you look at each function. Most of them are very very simple to understand. We have a spin method which essentially spins each of the wheels, reads their values back from the Wheel class into a pointer (representing each column), then they are loaded into the 2D array one column at a time (our view screen), printed for the user to see the results and lastly the winnings are checked. The checkwinnings() method determines which rows to check based on the amount of the bet. If they chose 1 line, it checks for winning combinations on the middle row only. If they choose 2 lines, it checks the middle and top lines, 3 line bet checks all three horizontal rows, 4 line bet checks the first diagonal as well and 5 line bet checks both diagonals in addition to the lines.

How does it check the lines? Well each line is given to the checkline() helper function which compares the 3 values of the line against an enumerated type of various symbols. Here we are just assigning a symbol against each numbered value to help the programmer determine which numbers correspond to which winning combos. For instance, luckyseven represents the number 3 in the enumeration. So if it runs across a line with 3 number 3s, then it knows it hit the grand jackpot and credits the player 1000. This method makes things easy because if we ever wanted to change the win patterns later, we could change the enum and checkline method to do so. We could also build in multiple types of symbols and even let the user choose what slot machine game they want to go by. It becomes very flexible and is a testament to great design!

Lastly we can put some tests together just to show some the various aspects of how this thing works and how the programmer can use the classes…

Slot Machine Simulation Java Program

slotmachine.cpp

This simply inserts a 5 dollar bill and a coin for good luck. Then bets 5 lines and spins. Despite the outcome we go and bet five lines again and spin once more. Hopefully we win something this time around! But either way, those are the classes for you and I hope you like them. As always, all code here on the Programming Underground is in the public domain and free for the taking (just don’t cause a mess in isle 3, I am tired of running out there for cleanup). Thanks for stopping by and reading my blog. 🙂

Hi to everyone here! I'm a newbie! I just wanna ask help from you especially from the administrator regarding my machine problem.....

I am asked by my proffesor to create a slot machine program.
This is how it goes...

The simulation starts by presenting the player with a menu of how much money to play for the round. The user has 3 options as shown in this sample run.

Welcome to the House of Fun!
Here, everyone is a winner!

You've spent $0 and won $0
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 65
Invalid! Enter again please...

How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 10

Notice that the program checks whether the player entered correct values or not. If an incorrect value is entered, the program prompts the player to enter again.

If the player enters 10 or 20, the program will randomly generate 3 symbols. The symbols that can be generated are: APPLES, ARCHER, HEARTS, SMILES, or STARS!. However, the 5 symbols mentioned do not appear uniformly. The table that follows summarizes the statistics:

Symbol Chances of Appearing
STARS! appear 10 % of the time
SMILES appear 30 % of the time
HEARTS appear 30 % of the time
ARCHER appear 30 % of the time
APPLES appear 60 % of the time

The player wins money if the 3 generated symbols result to a lucky combination. If a lucky combination is generated, the prize in the 1st Credit is awarded. If the same lucky combination is obtained for the next round, then the 2nd Credit Prize is awarded.

Lucky Combinations

1st Combination
STARS!-STARS!-STARS!
1st Credit: $500
2nd Credit: $1000

2nd Combination
SMILES-SMILES-SMILES
1st Credit: $250
2nd Credit: $500

See Full List On Leveluplunch.com

3rd Combination
HEARTS-HEARTS-HEARTS
1st Credit: $150
2nd Credit: $300

4th Combination
ARCHER-ARCHER-ARCHER
1st Credit: $100
2nd Credit: $200

5th Combination
any combination of a pair of any symbols except for APPLES
1st Credit: $20
2nd Credit: $40

6th Combination
a combination of SMILES, HEARTS and ARCHER
Credit: Especial Event if bet is $10
Credit: Especial Event 2 if bet is $20


The values above only hold if the user plays for $20. If the user played for only $10, a regular prize of $50 is given for the 1st to 4th combinations, and $10 for the 5th prize. Note that there are no 1st and 2nd credits for $10 games.

The 6th lucky combination gives the player access to a special event. This happens regardless of the user's game mode choice. There are two special events. If the user entered $10 the credit will be the special event 1 and if the user entered $20 the credit will be the special event 2( Actually my teacher said that I have the option to design whatever special the user will encounter.... since I know how to program ROCK-PAPER_SCISSORS Game and HANG-MAN GAME.... I chose them for my SPECIAL EVENT 1 & 2). If the user wins the special event 1, an award of $150 will be given to the player. If the user wins the especial event 2, an award of $300 will be given.

All unlucky combinations offer $0.

The program should continue to execute until the user chooses to quit (by entering 0).

SAMPLE RUN
Welcome to the House of Fun!
Here, everyone is a winner!

You've spent $0 and won $0
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 10

+--------+--------+--------+
ARCHER ARCHER ARCHER
+--------+--------+--------+
Congratulations! You get $50.


You've spent $10 and won $50
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 20

+--------+--------+--------+
STARS! APPLES APPLES
+--------+--------+--------+
Sorry, You get $0.

You've spent $30 and won $50
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 20

+--------+--------+--------+
SMILES HEARTS SMILES
+--------+--------+--------+
Congratulations! You get P20.

You've spent $50 and won $70
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 0

You spent a total of $50 and won $70
Thank You for Playing!

I already know the codes on the first part of the program. I have already tested ran and debugged the first part wherein the menu is displayed.
I mean this part....
Welcome to the House of Fun!
Here, everyone is a winner!

You've spent $0 and won $0
How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 65
Invalid! Enter again please...

How much are you going to play?
$ 10 for regular prize
$ 20 for increased prize value
$ 0 to quit
> 10

Now my problem is on the part of randomizing the symbols to be displayed....
I tried one of this codes....

Fortunately this code worked! But my problem is: 'How am I going to edit the appearances of each symbol?' Like making the symbol 'STARS!' appear 10% of the time and 'APPLES' appear 60% of the time... is my function: 'getRandomNum()' wrong? Am I going to change it?.... or what...
plss help me..... regarding this matter... I would really appreaciate if you could help me.... Thanks a lot!

P.S.
You could also send me the source code for my slot machine program.... If you think you know the shortest/ briefest way to code it..... then you could send it to me.... if you like :cheesy: .... I Would really really apreciate it! THANKS! :lol:

Editedby __avd because:Added [code] tags. For easy readability, always wrap programming code within posts in [code] (code blocks).
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easy, give stars a larger numeric range. since apples are hard to get, make them 0 -9, then alot 10-69 for apples. and allow the other in the 30% remaining. any number randomly generated has a greater chance of falling in the larger block then the smaller one. therefor, you …

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Well first off 60+30+30+30+10 does not equal 100 so its kind of hard to say that SMILES HEARTS AND ARCHERS happen 30% of the time.

Group them into the 30% and then pick one out of the 3.

Guava Multiset Example

This will help with the distibution with APPLES appearing most …

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Brief fix! For something posted 6 years ago? Not brief enough...

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Java Slot Machine Simulation How To Play Online Casino The ...

easy, give stars a larger numeric range. since apples are hard to get, make them 0 -9, then alot 10-69 for apples. and allow the other in the 30% remaining. any number randomly generated has a greater chance of falling in the larger block then the smaller one. therefor, you have just increased there chances of 'getting' that number.

I don't do homework or write code for people, sorry. However; I am willing to aid in any problem you are trying to solve (as long as some genuine effort is put forth). I feal the best way for someone to learn is for them to complete the project on their own merit. (THINK FOR YOUSELF) If they dont wish to learn or do the work they should not have accepted the project or taken the course!