pixi-reels
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Hold & Win: sprite coins (no Spine)

The Hold & Win board built entirely from TexturePacker sprites — number symbols that blur as they spin (BlurSpriteSymbol) and a 30-frame coin flip on land (AnimatedSpriteSymbol). The sprite path that ships most often, no skeleton runtime.

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Press Run. Two coins seed the board and more land over the respin waves; number symbols blur as the cells spin and snap crisp on land, and each coin plays a 30-frame flip before its value paints in the game’s own digit font.

Same board, sprite symbols

This is the Spine coin recipe with the skeleton runtime swapped out for plain sprites. HoldAndWinBuilder doesn’t care which ReelSymbol subclass a cell uses, so the board, events and choreography are identical — only the registration changes:

const { symbols, blur, coin } = await loadHoldAndWinSprites();

for (const id of BASE_IDS) r.register(id, BlurCell, { textures: symbols, blurTextures: blur });
r.register('coin', AnimatedSpriteSymbol, { frames: { coin }, animationSpeed: 0.6 });

Blur on spin, free of event wiring

BlurSpriteSymbol swaps to a pre-rendered motion-blur texture; the engine already calls onReelSpinStart / onReelLanded on every visible symbol as the reel changes phase, so a three-line subclass wires the blur with no per-cell event plumbing:

class BlurCell extends BlurSpriteSymbol {
  onReelSpinStart() { this.setBlurred(true); }
  onReelLanded()    { this.setBlurred(false); }
}

The coin is an AnimatedSprite

The 30-frame coin flip is just a frame array on AnimatedSpriteSymbol. The board calls playWin() when a coin locks, which plays the flip once and settles on the rest frame — the same lock beat the Spine coin gets from its skeleton.

Asset note

The art is a sprite export (Supercharged Diamonds 3): a money-collect symbol set with matching motion-blur frames, a coin flip, and bitmap digit fonts, staged under /hw-sprites/ and loaded with loadHoldAndWinSprites(). Together with the /hw-spine/ set, the recipes cover both ways a studio ships Hold & Win art.