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Press Run a couple of times. The first spin teases two BONUS; the next lands three, and the same press drops you into the Hold & Win board — where each cell spins on its own — plays the respins, and returns to the base game when the feature is over.
Two display objects, one seam
The base game is an ordinary ReelSetBuilder reel set; the feature is a HoldAndWinBoard. Both live on the same stage at the same spot; only one is visible at a time. The transition is just toggling visibility around the board’s lifecycle events:
// trigger: 3 BONUS on the base reels
base.visible = false;
board.container.visible = true;
board.enter(triggerCoins); // the BONUS positions become the first locked coins
// ... await the respin rounds ...
// board fires feature:end when the counter is exhausted or the board is full
board.container.visible = false;
base.visible = true; // back to the base game
enter(seed) is the bridge: the symbols that triggered the feature carry straight into it as already-locked coins, so the board picks up exactly where the base game left off. feature:enter and feature:end are the two moments to cross-fade on.
Why a separate board
A base reel set spins whole columns; Hold & Win needs each cell to spin and lock on its own, so the feature is its own object (a grid of 1×1 reels) rather than a mode flip on the base reels. Swapping the visible object keeps each engine doing what it’s good at.
Related recipes
- Hold & Win respin. the board on its own
- Feature mode swap. a mid-spin mode flip via frame middleware (no second object)
- Require 6+ coins to trigger. counting the trigger