StaticSpinSymbol
pixi-reels / index / StaticSpinSymbol
Class: StaticSpinSymbol
Defined in: snapshot/StaticSpinSymbol.ts:76
Wraps any ReelSymbol and swaps it for a cached snapshot texture while
the reel spins. “spin static, not Spine.”
At rest the inner symbol is live (idle loops, win animations, cascade destruction all delegate to it). When the reel starts, the wrapper snapshots the inner symbol through the shared SpinTextureCache (or reuses a cached / user-provided texture), deactivates the inner symbol so it costs nothing, and spins a plain Sprite instead. Symbols that wrap in mid-spin only retarget that sprite’s texture. no inner symbol is ever created or ticked for them. On land the inner symbol is reactivated on the final symbolId.
With spinTexture: 'blurred' the sprite crossfades from the crisp
snapshot to a pre-baked motion-blur variant over blurRampMs, then
spins the blurred texture. The smear follows the reel’s travel axis,
derived from the set’s orientation (override with blur.axis). No
filter runs during the spin; the blur is baked once per symbolId and
cached.
Register it like any other symbol:
const cache = new SpinTextureCache({ renderer: app.renderer });
builder.symbols((r) => {
for (const id of ids) {
r.register(id, StaticSpinSymbol, {
createInner: () => new SpineReelSymbol(spineOpts),
cache,
});
}
});
Prefer calling prewarmSpinTextures at load time so the first spin doesn’t pay the one-time capture cost.
Extends#
Constructors#
Constructor#
new StaticSpinSymbol(options: StaticSpinSymbolOptions): StaticSpinSymbol;
Defined in: snapshot/StaticSpinSymbol.ts:91
Parameters#
| Parameter | Type |
|---|---|
options | StaticSpinSymbolOptions |
Returns#
StaticSpinSymbol
Overrides#
Properties#
| Property | Modifier | Type | Description | Inherited from | Defined in |
|---|---|---|---|---|---|
view | readonly | Container | The PixiJS container that holds this symbol’s visual. | ReelSymbol.view | symbols/ReelSymbol.ts:38 |
Accessors#
cellInset#
Get Signature#
get cellInset(): ReelCellInset | null;
Defined in: symbols/ReelSymbol.ts:501
The part of its cell this symbol’s art actually covers, or null (the
default) for “all of it”.
Slot art is usually smaller than its cell - a trimmed atlas frame is a shape floating in a much bigger transparent box - and the reel needs to know that to project the rectangle the art is really in. Overriding this is what stops a small symbol being inflated to the cell’s edges and given the cell’s keystone instead of its own, milder one.
Read once per projection, so it may change with the symbol’s identity.
Returns
ReelCellInset | null
Inherited from#
gsap#
Get Signature#
get protected gsap(): typeof gsap;
Defined in: symbols/ReelSymbol.ts:59
The gsap instance this symbol should animate on. Use it instead of
importing gsap in a subclass: under a symlinked-workspace module
resolution your import and the engine’s can be different instances, and
only this one is on the timeline the reel set actually drives.
Bound to the owning set by SymbolFactory; falls back to the instance
resolved at lib-load time for a symbol built outside a set.
Returns
typeof gsap
Inherited from#
inner#
Get Signature#
get inner(): ReelSymbol;
Defined in: snapshot/StaticSpinSymbol.ts:110
The wrapped live symbol. for type-specific access (inner as SpineReelSymbol).
Returns
isDestroyed#
Get Signature#
get isDestroyed(): boolean;
Defined in: symbols/ReelSymbol.ts:125
Returns
boolean
Inherited from#
isShowingSnapshot#
Get Signature#
get isShowingSnapshot(): boolean;
Defined in: snapshot/StaticSpinSymbol.ts:115
True while the wrapper is showing a snapshot instead of the live symbol.
Returns
boolean
landing#
Get Signature#
get landing(): Promise<void> | null;
Defined in: symbols/ReelSymbol.ts:106
The landing beat this symbol started on its latest onReelLanded(), or
null if it started none. Stays set (resolved) until the reel moves
again or the symbol is pooled, so a presenter that lands cells one at a
time - HoldAndWinBoard on a lock, a win spotlight - can sequence after
the landing (await symbol.landing) instead of stomping it, and can
tell a symbol that already landed from one that still needs
playLanding().
Subclasses report a landing through trackLanding.
Returns
Promise<void> | null
Inherited from#
mainAxis#
Get Signature#
get protected mainAxis(): "x" | "y";
Defined in: symbols/ReelSymbol.ts:80
The screen axis the owning set’s strips travel along: 'y' for a
vertical set, 'x' for a horizontal one.
Symbols are otherwise orientation-agnostic - resize(width, height) is
screen-space and always will be. This exists for the few effects that
genuinely follow travel, motion blur being the one in the box.
Returns
"x" | "y"
Inherited from#
symbolId#
Get Signature#
get symbolId(): string;
Defined in: symbols/ReelSymbol.ts:89
Returns
string
Inherited from#
Methods#
activate()#
activate(symbolId: string): void;
Defined in: symbols/ReelSymbol.ts:134
Activate the symbol with a new identity. Called when the symbol enters the visible reel or is recycled from the pool. Resets container transform / filter state for parity with deactivate().
Parameters#
| Parameter | Type |
|---|---|
symbolId | string |
Returns#
void
Inherited from#
applyCellQuad()#
applyCellQuad(quad: ReelCellQuad | null): void;
Defined in: symbols/ReelSymbol.ts:505
Parameters#
| Parameter | Type |
|---|---|
quad | ReelCellQuad | null |
Returns#
void
Inherited from#
bindGsap()#
bindGsap(instance: typeof gsap): void;
Defined in: symbols/ReelSymbol.ts:68
@internal. Called by SymbolFactory when the symbol is created, so a
pooled symbol animates on its own set’s gsap rather than whichever set
happened to build last.
Parameters#
| Parameter | Type |
|---|---|
instance | typeof gsap |
Returns#
void
Inherited from#
bindMainAxis()#
bindMainAxis(prop: "x" | "y"): void;
Defined in: symbols/ReelSymbol.ts:85
@internal. Bound by SymbolFactory from the set’s orientation.
Parameters#
| Parameter | Type |
|---|---|
prop | "x" | "y" |
Returns#
void
Inherited from#
deactivate()#
deactivate(): void;
Defined in: symbols/ReelSymbol.ts:154
Deactivate the symbol before returning it to the pool. Stops animations, hides the view, and resets container transform / filter state so subclass decorations don’t leak across recycles.
Returns#
void
Inherited from#
destroy()#
destroy(): void;
Defined in: symbols/ReelSymbol.ts:176
Returns#
void
Inherited from#
onActivate()#
protected onActivate(symbolId: string): void;
Defined in: snapshot/StaticSpinSymbol.ts:119
Subclass hook: set up visuals for the given symbolId.
Parameters#
| Parameter | Type |
|---|---|
symbolId | string |
Returns#
void
Overrides#
onDeactivate()#
protected onDeactivate(): void;
Defined in: snapshot/StaticSpinSymbol.ts:131
Subclass hook: clean up visuals.
Returns#
void
Overrides#
onDestroy()#
protected onDestroy(): void;
Defined in: snapshot/StaticSpinSymbol.ts:228
Subclass hook: additional cleanup on destroy.
Returns#
void
Overrides#
onReelAnticipationStart()#
onReelAnticipationStart(): void;
Defined in: snapshot/StaticSpinSymbol.ts:162
The reel entered its anticipation tease: it is slow enough to read, so
crossfade the baked blur back out and ride the crisp snapshot until
the land. Mid-tease installs arrive blurred (_showSnapshot instant)
and immediately relax through this same hook.
Returns#
void
Overrides#
ReelSymbol.onReelAnticipationStart
onReelLanded()#
onReelLanded(ctx?: ReelLandingContext): void;
Defined in: snapshot/StaticSpinSymbol.ts:198
Lifecycle hook: the owning reel has landed on its final symbols. Default: no-op. Override (e.g. SpineReelSymbol.autoPlayLanding) to fire a landing animation concurrently with the bounce.
ctx says which reel and cell this symbol landed in, so an override can
play a different beat - or none - on a particular reel. The engine always
supplies it; it is optional only so an override written as
onReelLanded() keeps compiling. Fired before the reel’s landing event
and the set’s spin:reelLanding, by contract.
Parameters#
| Parameter | Type |
|---|---|
ctx? | ReelLandingContext |
Returns#
void
Overrides#
onReelSpinEnd()#
onReelSpinEnd(): void;
Defined in: snapshot/StaticSpinSymbol.ts:185
Lifecycle hook: the owning reel is about to stop (just before bounce). Default: no-op.
Returns#
void
Overrides#
onReelSpinStart()#
onReelSpinStart(joinedMidSpin?: boolean): void;
Defined in: snapshot/StaticSpinSymbol.ts:140
Lifecycle hook: the owning reel is spinning. Default: no-op. Override (e.g. SpineReelSymbol.autoPlayBlur, StaticSpinSymbol) to swap to a spin presentation automatically.
Fired on every strip symbol (visible AND buffer cells) when the reel
enters the spin phase, and again with joinedMidSpin: true on each
symbol freshly installed while the reel is already spinning (pool
recycling wipes symbol state, so a wrapped-in symbol can’t know the
reel is moving without this). Implementations MUST be idempotent.
the same instance can be notified more than once per spin.
Parameters#
| Parameter | Type | Default value | Description |
|---|---|---|---|
joinedMidSpin | boolean | false | true when this symbol was installed into a reel already at speed (skip start-of-spin transitions like blur ramps). |
Returns#
void
Overrides#
playDestroy()#
playDestroy(opts?: {
delay?: number;
signal?: AbortSignal;
}): Promise<void>;
Defined in: snapshot/StaticSpinSymbol.ts:211
Play the cascade-destruction animation for this symbol. Called by
consumers (typically via reelSet.destroySymbols(...)) to disintegrate
a winning cell before the next cascade refill drops fresh symbols in.
Override in subclasses for art-appropriate destruction, e.g. a Spine
symbol can play its disintegration track here, or a sprite symbol can
swap to a shatter atlas. The promise must resolve when the symbol is no
longer visible.
Default: a snappy “poof” centered on the symbol’s bounds regardless of
the view’s anchor. Tiny anticipation pop (~60 ms) then a fast implode to
scale: 0 + alpha: 0 (~140 ms), ~200 ms total, no rotation. Reads
cleanly under win-cluster pacing without competing with the win
presenter. The view is left at alpha: 0 (destroyed); position / pivot
are restored so pool reuse via _replaceSymbol’s same-id fast path
doesn’t inherit a stale pivot offset.
opts.delay. seconds to wait before the animation starts. Use to
stagger a cluster of winners (e.g. i * 0.015).
opts.signal. abort signal. If aborted (now or mid-animation), the
tween is killed and the view is snapped to its destroyed pose
(alpha: 0, transform restored). The promise resolves normally. abort
means “skip to the end,” not “fail”. Subclasses that override this
method MUST honor the signal or document why they can’t (e.g. a Spine
disintegration track is uninterruptible).
Parameters#
| Parameter | Type |
|---|---|
opts? | { delay?: number; signal?: AbortSignal; } |
opts.delay? | number |
opts.signal? | AbortSignal |
Returns#
Promise<void>
Overrides#
playIn()#
playIn(opts?: {
delay?: number;
signal?: AbortSignal;
}): Promise<void>;
Defined in: symbols/ReelSymbol.ts:362
Animate this symbol IN, from nothing to its resting pose.
Owns its own start pose. A symbol that has just been re-activated is fully
visible (activate() resets alpha and scale), so an entrance that assumed
it started hidden would pop before it animated. This sets the hidden pose
first, then plays.
Override for art-appropriate entrances - a Spine symbol plays its own in
track here. Honour opts.signal: abort snaps to the RESTING pose (alpha 1,
scale 1), because arriving is what the caller asked for.
Default: a ~200 ms fade and scale-up with a small overshoot.
Parameters#
| Parameter | Type |
|---|---|
opts? | { delay?: number; signal?: AbortSignal; } |
opts.delay? | number |
opts.signal? | AbortSignal |
Returns#
Promise<void>
Inherited from#
playLanding()#
playLanding(): Promise<void>;
Defined in: symbols/ReelSymbol.ts:216
Play the landing beat for this symbol - the settle a symbol does as its reel stops, before (or instead of) any celebration. Resolves when done.
The reel engine never calls this itself: onReelLanded() is the
engine-driven hook, fired on every landed symbol. This is the explicit
counterpart for a caller that lands cells one at a time - HoldAndWinBoard
calls it on each lock when built with lockAnimation('landing').
Default: resolves at once. SpineReelSymbol overrides it with the
skeleton’s landing track; a sprite symbol can override it with a tween.
Returns#
Promise<void>
Inherited from#
playOut()#
playOut(opts?: {
delay?: number;
signal?: AbortSignal;
}): Promise<void>;
Defined in: symbols/ReelSymbol.ts:344
Animate this symbol AWAY, without destroying it.
The counterpart to playIn, and the seam a mystery reveal needs:
the cells on screen dissolve, their identities are swapped underneath, and
the new ones arrive. playDestroy is the cascade’s version of the same
beat and is deliberately separate - it is tuned as a “this cell was a
winner and is being consumed” poof, and a reveal is not that.
Leaves the view hidden (alpha: 0) with its transform restored, so the
caller may swap the identity and call playIn next.
Override for art-appropriate exits - a Spine symbol plays its own out
track here. Honour opts.signal: abort means “snap to the end”, not
“fail”, so the promise still resolves.
Default: a ~180 ms shrink-and-fade with no overshoot, centred on the symbol’s bounds rather than the view origin.
Parameters#
| Parameter | Type |
|---|---|
opts? | { delay?: number; signal?: AbortSignal; } |
opts.delay? | number |
opts.signal? | AbortSignal |
Returns#
Promise<void>
Inherited from#
playWin()#
playWin(): Promise<void>;
Defined in: snapshot/StaticSpinSymbol.ts:203
Play the win/highlight animation for this symbol. Resolves when complete.
Returns#
Promise<void>
Overrides#
reset()#
reset(): void;
Defined in: symbols/ReelSymbol.ts:172
Pool reset. aliases deactivate.
Returns#
void
Inherited from#
resize()#
resize(width: number, height: number): void;
Defined in: snapshot/StaticSpinSymbol.ts:219
Resize the symbol’s visual to fit the given dimensions.
Parameters#
| Parameter | Type |
|---|---|
width | number |
height | number |
Returns#
void
Overrides#
stopAnimation()#
stopAnimation(): void;
Defined in: snapshot/StaticSpinSymbol.ts:207
Immediately stop any running animation and return to idle.
Returns#
void
Overrides#
trackLanding()#
protected trackLanding(run: Promise<void>): Promise<void>;
Defined in: symbols/ReelSymbol.ts:115
Subclass helper: record run as this symbol’s landing beat (see
landing) and return it. SpineReelSymbol wraps its landing
one-shot in it; a sprite symbol wraps its settle tween.
Parameters#
| Parameter | Type |
|---|---|
run | Promise<void> |
Returns#
Promise<void>