A ring owns the motion; a skin owns the pixels. Swap GraphicsRingSkin for a texture or a Spine skeleton and nothing about the spin changes.
Labels and styles#
Fills, label colours, sizes and weights, tangential and upright labels, a long label that shrinks to fit, a section with no label.
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The disc, layer by layer covers every piece of art a wheel face is made of; how to make a tongue covers the pointer end to end. Below: three studio wheels.
Playson: Four Charged Clovers, Super Wheel#
The twelve authored wedge plates, bezel, dividers, bulbs, hub and stopper from the game’s own atlas, composed in a custom skin. The engine knows twelve equal sections and where they are; the skin knows how they look.
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Playson: the Super Wheel as a Spine skeleton#
The same art driven as Spine: SpineRingSkin turns the wheel bone and plays the skeleton’s animations by name. The bulbs alternate at rest and chase during the spin; on landing the game’s sector sweep, sector glow, gold sparkle, rainbow shockwave and bulb strobe play on the winning plate (winBySection). The stopper is a SpinePointerSkin with a tick swing per divider, and the coin values are rich labels on the disc. The game’s own sounds play through @schmooky/zvuk. Sound needs a click: press Spin.
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Pragmatic Play: Wheel of Happiness#
As the game shows it: twelve gold-framed plates round the golden dragon hub, WILD WINS in red and FREE SPINS in green, read from six o’clock by the gem-tipped pointer. Each label is rich content (two lines of gold text with the top toward the hub and the game’s bitmap +), fitted into its plate. On landing the losing plates dim and the game’s own whh_wheel_fx skeleton plays: the ring flare round the hub at spin start, the selection frames pulsing on the winner.
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