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42 import QtQuick.Particles 2.0
46 property variant target: {"y": -90, "x":12}
47 property Item targetObj: container
48 property Item hardpoint: container
49 property ParticleSystem system
50 property int blasts: 16
51 property int bonusBlasts: 12
52 property bool show: true
59 system: container.system
63 speed: TargetedDirection{ targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true}
64 particleDuration: 1000
65 particlesPerSecond: 64
68 particleSizeVariation: 24
72 property int blastsLeft: 0
73 function fireAt(targetArg, container){
74 target = container.mapFromItem(targetArg, targetArg.width/2, targetArg.height/2);
75 targetObj = targetArg;
76 hardpoint = container;
78 rofTimer.repeat = true;
83 interval: 30;//Has to be greater than 1 frame or they stack up
89 //TODO: calculate hit and damage at target, which must be a Ship
91 if(blastsLeft >= bonusBlasts)
92 hit = Math.random() > targetObj.dodge;
94 hit = false; //purely aesthetic shots, because the damage isn't that fine grained
96 switch(targetObj.shipType){
97 case 1: hardpoint.damageDealt += 4; break;
98 case 2: hardpoint.damageDealt += 5; break;
99 case 3: hardpoint.damageDealt += 1; break;
100 default: hardpoint.damageDealt += 100;
103 blastVector.targetX = target.x;
104 blastVector.targetY = target.y;
105 if(!hit){//TODO: Actual targetVariation
106 blastVector.targetX += (128 * Math.random() - 64);
107 blastVector.targetY += (128 * Math.random() - 64);
112 rofTimer.repeat = false;
119 system: container.system
120 anchors.centerIn: parent
122 particleDuration: 1000
123 particlesPerSecond: 16
127 particleSizeVariation: 8
128 speed: TargetedDirection{
130 targetX: target.x; targetY: target.y; magnitude: 1.1; proportionalMagnitude: true