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42 import QtQuick.Particles 2.0
46 property variant target: {"y": -90, "x":12}
47 property ParticleSystem system
48 property bool show: true
55 system: container.system
57 enabled: container.show
58 shape: EllipseShape {}
59 speed: TargetDirection { targetX: width/2; targetY: width/2; magnitude: -1; proportionalMagnitude: true }
68 function fireAt(targetArg, hardpoint) {
69 if (targetArg.hp <= 0)
71 //TODO: calculate hit and damage at target, which must be a Ship
73 if (Math.random() < 0.99) {
74 switch (targetArg.shipType) {
75 case 1: hardpoint.damageDealt += 16; break;
76 case 2: hardpoint.damageDealt += 4; break;
77 case 3: hardpoint.damageDealt += 8; break;
78 default: hardpoint.damageDealt += 500; //Really effective against unregistered vessels
80 } else {//Misses with Lasers are really rare
81 offset = Math.random() * 100;
83 target = container.mapFromItem(targetArg, offset + targetArg.width/2, offset + targetArg.height/2);
85 // console.log("Fire box: " + Math.min(container.width/2, target.x) + "," + Math.min(container.height/2, target.y) + " " + (Math.max(container.width/2, target.x) - Math.min(container.width/2, target.x)) + "," + (Math.max(container.height/2, target.y) - Math.min(container.height/2, target.y)));
91 system: container.system
92 x: Math.min(container.width/2, target.x);
93 width: Math.max(container.width/2, target.x) - x;
94 y: Math.min(container.height/2, target.y);
95 height: Math.max(container.height/2, target.y) - y;
97 mirrored: (emitter.y < 0 || emitter.x < 0) && !(emitter.y < 0 && emitter.x < 0 )//I just want XOR
106 speed: PointDirection {xVariation: 4; yVariation: 4}