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			257 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Perl
		
	
			
		
		
	
	
			257 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Perl
		
	
package CannonField;
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use strict;
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use TQt;
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use TQt::isa qw(TQt::Widget);
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use TQt::signals
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	hit => [],
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	missed => [],
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	angleChanged => ['int'],
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	forceChanged => ['int'],
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	canShoot => ['bool'];
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use TQt::slots
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	setAngle => ['int'],
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	setForce => ['int'],
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	shoot => [],
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	moveShot => [],
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	newTarget => [],
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	setGameOver => [],
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	restartGame => [];
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use TQt::attributes qw(
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	ang
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	f
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	timerCount
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	autoShootTimer
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	shoot_ang
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	shoot_f
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	target
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	gameEnded
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	barrelPressed
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);
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use POSIX qw(atan);
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sub angle () { ang }
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sub force () { f }
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sub gameOver () { gameEnded }
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sub NEW {
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    shift->SUPER::NEW(@_);
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    ang = 45;
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    f = 0;
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    timerCount = 0;
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    autoShootTimer = TQt::Timer(this, "movement handler");
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    this->connect(autoShootTimer, TQT_SIGNAL('timeout()'), TQT_SLOT('moveShot()'));
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    shoot_ang = 0;
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    shoot_f = 0;
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    target = TQt::Point(0, 0);
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    gameEnded = 0;
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    barrelPressed = 0;
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    setPalette(TQt::Palette(TQt::Color(250, 250, 200)));
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    newTarget();
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}
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sub setAngle {
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    my $degrees = shift;
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    $degrees = 5 if $degrees < 5;
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    $degrees = 70 if $degrees > 70;
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    return if ang == $degrees;
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    ang = $degrees;
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    repaint(cannonRect(), 0);
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    emit angleChanged(ang);
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}
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sub setForce {
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    my $newton = shift;
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    $newton = 0 if $newton < 0;
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    return if f == $newton;
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    f = $newton;
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    emit forceChanged(f);
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}
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sub shoot {
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    return if isShooting();
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    timerCount = 0;
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    shoot_ang = ang;
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    shoot_f = f;
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    autoShootTimer->start(50);
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    emit canShoot(0);
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}
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sub newTarget {
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    my $r = TQt::Region(targetRect());
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    target = TQt::Point(200 + int(rand(190)),
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		       10  + int(rand(255)));
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    repaint($r->unite(TQt::Region(targetRect())));
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}
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sub setGameOver {
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    return if gameEnded;
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    autoShootTimer->stop if isShooting();
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    gameEnded = 1;
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    repaint();
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}
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sub restartGame {
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    autoShootTimer->stop if isShooting();
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    gameEnded = 0;
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    repaint();
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    emit canShoot(1);
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}
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sub moveShot {
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    my $r = TQt::Region(shotRect());
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    timerCount++;
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    my $shotR = shotRect();
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    if($shotR->intersects(targetRect())) {
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	autoShootTimer->stop;
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	emit hit();
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	emit canShoot(1);
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    } elsif($shotR->x > width() || $shotR->y > height() ||
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	    $shotR->intersects(barrierRect())) {
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	autoShootTimer->stop;
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	emit missed();
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	emit canShoot(1);
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    } else {
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	$r = $r->unite(TQt::Region($shotR));
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    }
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    repaint($r);
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}
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sub mousePressEvent {
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    my $e = shift;
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    return if $e->button != &LeftButton;
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    barrelPressed = 1 if barrelHit($e->pos);
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}
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sub mouseMoveEvent {
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    my $e = shift;
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    return unless barrelPressed;
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    my $pnt = $e->pos;
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    $pnt->setX(1) if $pnt->x <= 0;
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    $pnt->setY(height() - 1) if $pnt->y >= height();
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    my $rad = atan((rect()->bottom - $pnt->y) / $pnt->x);
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    setAngle(int($rad*180/3.14159265));
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}
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sub mouseReleaseEvent {
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    my $e = shift;
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    barrelPressed = 0 if $e->button == &LeftButton;
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}
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sub paintEvent {
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    my $e = shift;
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    my $updateR = $e->rect;
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    my $p = TQt::Painter(this);
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    if(gameEnded) {
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	$p->setPen(&black);
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	$p->setFont(TQt::Font("Courier", 48, &TQt::Font::Bold));
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	$p->drawText(rect(), &AlignCenter, "Game Over");
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    }
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    paintCannon($p)  if $updateR->intersects(cannonRect());
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    paintBarrier($p) if $updateR->intersects(barrierRect());
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    paintShot($p)    if isShooting() and $updateR->intersects(shotRect());
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    paintTarget($p)  if !gameEnded and $updateR->intersects(targetRect());
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}
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sub paintShot {
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    my $p = shift;
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    $p->setBrush(&black);
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    $p->setPen(&NoPen);
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    $p->drawRect(shotRect());
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}
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sub paintTarget {
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    my $p = shift;
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    $p->setBrush(&red);
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    $p->setPen(&black);
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    $p->drawRect(targetRect());
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}
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sub paintBarrier {
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    my $p = shift;
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    $p->setBrush(&yellow);
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    $p->setPen(&black);
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    $p->drawRect(barrierRect());
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}
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my $barrelRect = TQt::Rect(33, -4, 15, 8);
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sub paintCannon {
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    my $p = shift;
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    my $cr = cannonRect();
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    my $pix = TQt::Pixmap($cr->size);
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    $pix->fill(this, $cr->topLeft);
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    my $tmp = TQt::Painter($pix);
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    $tmp->setBrush(&blue);
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    $tmp->setPen(&NoPen);
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    $tmp->translate(0, $pix->height - 1);
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    $tmp->drawPie(TQt::Rect(-35, -35, 70, 70), 0, 90*16);
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    $tmp->rotate(- ang);
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    $tmp->drawRect($barrelRect);
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    $tmp->end;
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    $p->drawPixmap($cr->topLeft, $pix);
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}
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sub cannonRect {
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    my $r = TQt::Rect(0, 0, 50, 50);
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    $r->moveBottomLeft(rect()->bottomLeft);
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    return $r;
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}
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sub shotRect {
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    my $gravity = 4;
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    my $time     = timerCount / 4.0;
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    my $velocity = shoot_f;
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    my $radians  = shoot_ang*3.14159265/180;
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    my $velx     = $velocity*cos($radians);
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    my $vely     = $velocity*sin($radians);
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    my $x0       = ($barrelRect->right + 5)*cos($radians);
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    my $y0       = ($barrelRect->right + 5)*sin($radians);
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    my $x        = $x0 + $velx*$time;
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    my $y        = $y0 + $vely*$time - 0.5*$gravity*$time**2;
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    my $r = TQt::Rect(0, 0, 6, 6);
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    $r->moveCenter(TQt::Point(int($x), height() - 1 - int($y)));
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    return $r;
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}
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sub targetRect {
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    my $r = TQt::Rect(0, 0, 20, 10);
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    $r->moveCenter(TQt::Point(target->x, height() - 1 - target->y));
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    return $r;
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}
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sub barrierRect {
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    return TQt::Rect(145, height() - 100, 15, 100);
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}
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sub barrelHit {
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    my $p = shift;
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    my $mtx = TQt::WMatrix;
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    $mtx->translate(0, height() - 1);
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    $mtx->rotate(- ang);
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    $mtx = $mtx->invert;
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    return $barrelRect->contains($mtx->map($p));
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}
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sub isShooting { autoShootTimer->isActive }
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sub sizeHint { TQt::Size(400, 300) }
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sub sizePolicy {
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    TQt::SizePolicy(&TQt::SizePolicy::Expanding, &TQt::SizePolicy::Expanding);
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}
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1;
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