mirror of
https://github.com/cheat-engine/cheat-engine
synced 2026-08-15 02:26:08 -04:00
325 lines
7.2 KiB
ObjectPascal
325 lines
7.2 KiB
ObjectPascal
unit GameTutorial1;
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//tutorial step1: player and target
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//the player has an ammo capacity of 5 bullets, and the target heals itself each time the player reloads
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//the task: destroy the target. (e.g add more bullets, make the bullets do more damage, change to code to instant kill, jump to the success code, ...)
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{$mode objfpc}{$H+}
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interface
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uses
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windows, Classes, SysUtils, gamepanel, guitextobject, staticguiobject, gamebase, player,
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target, bullet,Dialogs, Graphics;
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type
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TGame1=class(TGameBase)
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private
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fpanel: Tgamepanel;
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player: TPlayer;
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target: Ttarget;
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bullets: array[0..4] of Tbullet; //max 5 bullets on the screen at once
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reloading: qword;
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reloadingtargetstarthp: integer;
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shotsfired: integer;
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lastshot: qword;
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rotatedirection: single;
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status: TGUITextObject;
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info: TGUITextObject;
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infobutton: TStaticGUIObject;
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function infoPopup(sender: tobject): boolean;
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function HideInfo(sender: tobject): boolean;
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public
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procedure gametick(currentTime: qword; diff: integer); override;
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procedure render; override;
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function KeyHandler(TGamePanel: TObject; keventtype: integer; Key: Word; Shift: TShiftState):boolean; override;
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constructor create(p: TGamePanel);
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destructor destroy; override;
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end;
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implementation
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uses registry;
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function TGame1.KeyHandler(TGamePanel: TObject; keventtype: integer; Key: Word; Shift: TShiftState):boolean;
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var
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x: boolean;
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i: integer;
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ct: qword;
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begin
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if iskeydown(VK_W) and iskeydown(VK_I) and iskeydown(VK_N) then
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begin
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usedcheats:=true;
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if target<>nil then
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target.explode; //blow up target
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exit;
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end;
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if keventtype=0 then
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begin
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ct:=GetTickCount64;
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if key=vk_space then
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begin
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if reloading<>0 then exit;
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if ct<lastshot+100 then exit; //rate limit the amount of bullets
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x:=false;
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for i:=0 to 4 do
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if bullets[i]=nil then
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begin
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//create a bullet
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bullets[i]:=tbullet.create(player);
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bullets[i].x:=player.x;
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bullets[i].y:=player.y;
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bullets[i].rotation:=player.rotation;
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x:=true;
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inc(shotsfired);
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lastshot:=ct;
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status.text:=format('Ammo till reload:'#13#10'%d',[5-shotsfired]);
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if shotsfired=5 then //this ends up being extremely shitty giving the player hope he can win by timning it right. (not gonna happen lol)
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begin
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reloading:=ct;
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if target<>nil then
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begin
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reloadingtargetstarthp:=target.health;
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target.shielded:=true;
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end;
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status.text:='<RELOADING>';
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shotsfired:=0;
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// showmessage('reloading');
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end;
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break;
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end;
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end
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else
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begin
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case key of
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VK_LEFT,VK_A: if RotateDirection>=0 then rotatedirection:=-0.1;
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VK_RIGHT,VK_D: if RotateDirection<=0 then rotatedirection:=+0.1;
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end;
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end;
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end
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else
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begin
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case key of
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VK_LEFT,VK_A: if RotateDirection<0 then rotatedirection:=0;
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VK_RIGHT,VK_D: if RotateDirection>0 then rotatedirection:=0;
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end;
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end;
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result:=false;
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end;
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procedure TGame1.render;
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var i: integer;
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begin
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player.render;
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if target<>nil then
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target.render;
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for i:=0 to 4 do
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if bullets[i]<>nil then
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bullets[i].render;
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if info<>nil then
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info.render
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else
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begin
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if infobutton<>nil then
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infobutton.render;
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end;
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status.render;
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end;
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procedure tgame1.gametick(currentTime: qword; diff: integer);
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var
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i: integer;
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begin
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if ticking=false then exit;
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if reloading<>0 then
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begin
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if target<>nil then
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target.health:=reloadingtargetstarthp+trunc((currenttime-reloading)/2000*(100-reloadingtargetstarthp));
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//check if done reloading
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if currenttime>(reloading+2000) then
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begin
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status.text:='Ammo till reload:'#13#10'5';
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reloading:=0;
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target.health:=100;
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target.shielded:=false;
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end;
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end;
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if player<>nil then
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begin
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player.rotation:=player.rotation+rotatedirection*diff;
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end;
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for i:=0 to 4 do
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if bullets[i]<>nil then
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begin
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bullets[i].travel(diff);
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if (target<>nil) and (target.isdead=false) and bullets[i].checkCollision(target) then //perhaps use a vector based on old x,y and new x,y
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begin
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if reloading=0 then
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target.health:=target.health-24;
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if target.health<=0 then
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target.explode;
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freeandnil(bullets[i]);
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end;
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if (bullets[i]<>nil) and ((bullets[i].x>1) or (bullets[i].y>1) or (bullets[i].x<-1) or (bullets[i].y<-1)) then
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begin
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freeandnil(bullets[i]);
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//exit;
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end;
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end;
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if (target<>nil) and target.isdead and (target.blownup) then
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begin
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freeandnil(target);
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ticking:=false;
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showmessage('well done');
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with tregistry.create do
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begin
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if OpenKey('\Software\Cheat Engine\GTutorial', true) then
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WriteBool('This does not count as a solution for tutorial 1',True);
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free;
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end;
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gamewon();
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end;
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end;
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function TGame1.infoPopup(sender: tobject): boolean;
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begin
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if info<>nil then exit(false);
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info:=TGUITextObject.create(fpanel);
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info.firstTextBecomesMinWidth:=true;
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info.width:=0.8;
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info.height:=0.8;
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info.x:=0;
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info.y:=0;
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info.rotationpoint.x:=0;
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info.rotationpoint.y:=0;
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info.color:=clBlack;
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info.bcolor:=clWhite;
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info.backgroundAlpha:=190;
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info.font.Size:=9;
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info.text:='Step 1:'#13#10'Every 5 shots you have to reload,'#13#10'after which the target will heal'#13#10'Try to find a way to destroy the target'#13#10' '#13#10'(Click to hide)';
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info.OnClick:=@HideInfo;
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result:=true;
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end;
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function TGame1.HideInfo(sender: tobject): boolean;
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begin
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freeandnil(info);
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result:=true;
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end;
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destructor TGame1.destroy;
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begin
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if player<>nil then
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freeandnil(player);
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if target<>nil then
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freeandnil(target);
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if status<>nil then
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freeandnil(status);
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if infobutton<>nil then
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freeandnil(infobutton);
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if info<>nil then
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freeandnil(info);
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inherited destroy;
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end;
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constructor TGame1.create(p: TGamePanel);
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begin
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fpanel:=p;
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player:=tplayer.create;
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player.x:=0;
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player.y:=0.8;
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target:=TTarget.create;
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target.x:=0;
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target.y:=-0.8;
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target.health:=100;
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status:=TGUITextObject.create;
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status.firstTextBecomesMinWidth:=true;
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status.font.Size:=78;
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status.width:=0.4;
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status.height:=0.3;
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status.x:=1-status.width;
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status.y:=1-status.height;
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status.textalignment:=taCenter;
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status.firstTextBecomesMinWidth:=true;
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status.color:=clred;
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status.bcolor:=clgreen;
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status.text:='Ammo till reload:'#13#10'5';
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infobutton:=TStaticGUIObject.create(p,'infobutton.png',0.1,0.1);
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infobutton.rotationpoint.y:=1; //so the bottom will be the y pos
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infobutton.x:=-1;
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infobutton.y:=1;
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infobutton.OnClick:=@infopopup;
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infopopup(infobutton);
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ticking:=true; //start
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end;
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end.
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