@@ -21,7 +21,7 @@ Window {
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Particle {
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id: particle
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pos: Qt .vector2d (window .width / 4 , window .height / 2 )
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- numRays: 50
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+ numRays: 100
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}
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// on this example, the canvas is split into two halfs: the first draws the raycasting and the second draws the world rendering
@@ -174,44 +174,115 @@ Window {
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list[0 ] = component .createObject (canvas, { " a" : Qt .vector2d (0 , 0 ), " b" : Qt .vector2d (canvas .sceneW , 0 ) });
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list[1 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW , 0 ), " b" : Qt .vector2d (canvas .sceneW , canvas .sceneH ) });
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list[2 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW , canvas .sceneH ), " b" : Qt .vector2d (0 , canvas .sceneH ) });
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- list[3 ] = component .createObject (canvas, { " a" : Qt .vector2d (0 , canvas .sceneH ), " b" : Qt .vector2d (0 , 0 ) });
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+ list[3 ] = component .createObject (canvas, { " a" : Qt .vector2d (0 , canvas .sceneH ), " b" : Qt .vector2d (0 , 0 ) });
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- /* create the walls of the right side of maze */
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+ /* create the boxes on the top-left side of maze */
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- list[4 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.15 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.15 ) });
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+ // box #1
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+ list[4 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.15 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.15 ) });
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- list[5 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.15 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.40 ) });
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+ list[5 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.15 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.25 ) });
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- /* create the lonely box on the top-left side of maze */
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+ list[6 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.25 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.25 ) });
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- list[6 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.15 ),
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+ list[7 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.25 ),
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" b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.15 ) });
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- list[7 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.15 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.25 ) });
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+ // box #2
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+ list[8 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.35 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.35 ) });
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+
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+ list[9 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.35 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.45 ) });
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+
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+ list[10 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.45 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.45 ) });
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+
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+ list[11 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.45 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.35 ) });
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+
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+ /* create the lonely L box on the top-right side of maze */
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+
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+ list[12 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.15 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.15 ) });
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- list[8 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.25 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.25 ) });
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+ list[13 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.15 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.45 ) });
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- list[9 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.25 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.15 ) });
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+ list[14 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.45 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.45 ) });
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- /* create the lonely box on the bottom-left side of maze */
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+ list[15 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.45 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.25 ) });
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- list[10 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.75 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.75 ) });
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+ list[16 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.25 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.25 ) });
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- list[11 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.75 ),
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- " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.85 ) });
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+ list[17 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.25 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.15 ) });
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- list[12 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.85 ),
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+ /* create the lonely box on the bottom-right side of maze */
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+
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+ list[18 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.55 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.55 ) });
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+
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+ list[19 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.55 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.85 ) });
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+
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+ list[20 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.90 , canvas .sceneH * 0.85 ),
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" b" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.85 ) });
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- list[13 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.85 ),
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+ list[21 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.85 ),
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" b" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.75 ) });
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+ list[22 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.60 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.70 , canvas .sceneH * 0.75 ) });
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+
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+ list[23 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.70 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.70 , canvas .sceneH * 0.65 ) });
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+
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+ list[24 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.70 , canvas .sceneH * 0.65 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.65 ) });
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+
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+ list[25 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.65 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.80 , canvas .sceneH * 0.55 ) });
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+
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+ /* create the small L box on the bottom-left side of maze */
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+
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+ list[26 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.55 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.55 ) });
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+
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+ list[27 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.55 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.65 ) });
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+
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+ list[28 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.65 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.65 ) });
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+
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+ list[29 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.65 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.75 ) });
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+
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+ list[30 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.20 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.75 ) });
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+
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+ list[31 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.10 , canvas .sceneH * 0.55 ) });
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+
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+ /* create the single box on the bottom-left side of maze */
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+
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+ list[32 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.75 ) });
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+
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+ list[33 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.75 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.85 ) });
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+
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+ list[34 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.40 , canvas .sceneH * 0.85 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.85 ) });
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+
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+ list[35 ] = component .createObject (canvas, { " a" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.85 ),
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+ " b" : Qt .vector2d (canvas .sceneW * 0.30 , canvas .sceneH * 0.75 ) });
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return list;
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}
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