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-rw-r--r--src/screens/UScreenCredits.pas1329
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diff --git a/src/screens/UScreenCredits.pas b/src/screens/UScreenCredits.pas
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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit UScreenCredits;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SysUtils,
+ SDL,
+ SDL_Image,
+ gl,
+ UMenu,
+ UDisplay,
+ UTexture,
+ UMusic,
+ UFiles,
+ UThemes,
+ UPath,
+ UGraphicClasses;
+
+{ beat detection constants and types }
+const
+ SubChannelCount = 32;
+ HistoryLength = 44;
+ SamplesPerChannel = (FFTSize div 2) div SubChannelCount;
+ BeatEnergyModifier = 80; // modifies detected energy
+ // higher values equal a more sensitive detection
+
+type
+ TEnergyHistory = array [0..HistoryLength-1] of single;
+ TSubchannelHistory = array [0..SubChannelCount-1] of TEnergyHistory;
+
+type
+ TCreditsStages=(InitialDelay, Intro, MainPart, Outro);
+
+ TScreenCredits = class(TMenu)
+ private
+ CreditsPath: IPath;
+
+ Credits_X: real;
+ Credits_Time: cardinal;
+ CTime_hold: cardinal;
+
+ credits_bg_tex: TTexture;
+ credits_bg_ovl: TTexture;
+ //credits_bg_logo: TTexture;
+ credits_names: array of TTexture;
+ intro_layer01: TTexture;
+ intro_layer02: TTexture;
+ intro_layer03: TTexture;
+ intro_layer04: TTexture;
+ intro_layer05: TTexture;
+ intro_layer06: TTexture;
+ intro_layer07: TTexture;
+ intro_layer08: TTexture;
+ intro_layer09: TTexture;
+ outro_bg: TTexture;
+ outro_esc: TTexture;
+ outro_exd: TTexture;
+
+ CurrentScrollStart, CurrentScrollEnd: integer;
+
+ CRDTS_Stage: TCreditsStages;
+
+ { beat detection }
+ SubChannelHistory: TSubchannelHistory;
+
+ { mouse movement easter eggs: }
+ MouseMoved: boolean;
+ MouseX, MouseY: double;
+
+ { saves last x and y angle for easter egg }
+ LogoAngleX, LogoAngleY: single;
+
+ procedure LoadNameTextures;
+
+ { draw different stages }
+ procedure DrawInitialDelay;
+
+ { Intro }
+ procedure DrawIntro;
+ procedure DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ: single);
+
+ { Main }
+ procedure DrawMain;
+ procedure DrawMainBG;
+ procedure DrawFunkyText;
+
+ procedure DrawMainFG;
+
+ procedure DrawNames;
+ procedure DoLogoBling;
+
+ { Outro }
+ procedure DrawOutro;
+
+
+ { beat detection }
+ procedure DetectBeat;
+ protected
+ { beat detection stuff
+ protected cause we need this information for "on beat
+ effect"}
+ LastBeatTime: cardinal;
+ BeatDetected: boolean;
+ CTime: cardinal;
+ public
+ Fadeout: boolean;
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
+ function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override;
+ procedure OnShow; override;
+ procedure OnHide; override;
+ function Draw: boolean; override;
+ end;
+
+const
+ Funky_Text: string =
+ 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+
+ 'all the people who put massive effort and work in new songs (do not forget UltraStar w/o songs would be nothing), ppl from '+
+ 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
+ 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
+
+{ texture names (loaded from gameshared/resources/credits}
+ CRDTS_BG_FILE = 'credits_v5_bg.png';
+ CRDTS_OVL_FILE = 'credits_v5_overlay.png';
+ INTRO_L01_FILE = 'intro-l-01.png';
+ INTRO_L02_FILE = 'intro-l-02.png';
+ INTRO_L03_FILE = 'intro-l-03.png';
+ INTRO_L04_FILE = 'intro-l-04.png';
+ INTRO_L05_FILE = 'intro-l-05.png';
+ INTRO_L06_FILE = 'intro-l-06.png';
+ INTRO_L07_FILE = 'intro-l-07.png';
+ INTRO_L08_FILE = 'intro-l-08.png';
+ INTRO_L09_FILE = 'intro-l-09.png';
+ OUTRO_BG_FILE = 'outro-bg.png';
+ OUTRO_ESC_FILE = 'outro-esc.png';
+ OUTRO_EXD_FILE = 'outro-exit-dark.png';
+
+{ some timings }
+ Delay_Before_Start = 20;
+ Intro_Flare_Start = 60;
+ Intro_Zoom_End = 149;
+ Intro_Stand_End = 155;
+ Intro_Separation_End = 170;
+ Intro_FadeToWhite_Start = 261;
+ Intro_Zoomout_Start = 271;
+ Main_Start = 271;
+ Main_OnBeatTwinkle_Start = 280;
+ Main_Names_Start = 359;
+ Main_Names_End = 2833;
+ Main_FadeOut_Start = 3096;
+ Tune_End = 3366;
+
+{ cosntants for developer names }
+
+type
+ TFadeEffect = procedure (const Tex: TTexture; Progress: double);
+ TCRTZ_Developer = record
+ Name: string; // developer name for texture loading (names_"devel".png)
+ Twinkle: boolean; // should there be twinkles on show
+ FadeIn: TFadeEffect; // fade in effect
+ Draw: TFadeEffect; // effect during draw
+ FadeOut: TFadeEffect; // fade out effect
+ end;
+
+{ effects are called with blending, texture and matrix prepared }
+procedure Effect_Draw (const Tex: TTexture; Progress: double);
+procedure Effect_OnBeatJitter (const Tex: TTexture; Progress: double);
+
+procedure Effect_Rotate_Left_Top (const Tex: TTexture; Progress: double);
+procedure Effect_Rotate_Right_Bot (const Tex: TTexture; Progress: double);
+procedure Effect_ZoomIn_Rotate (const Tex: TTexture; Progress: double);
+procedure Effect_ZoomOut_Shift (const Tex: TTexture; Progress: double);
+procedure Effect_Shift_Left (const Tex: TTexture; Progress: double);
+procedure Effect_Shift_Right_Top (const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Bot (const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Right_Top (const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Right (const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Right_Bot (const Tex: TTexture; Progress: double);
+procedure Effect_Rotate_Right_Top (const Tex: TTexture; Progress: double);
+procedure Effect_Shift_Weird (const Tex: TTexture; Progress: double);
+procedure Effect_Shift_Right_Bot (const Tex: TTexture; Progress: double);
+procedure Effect_Rotate_Right_Top2(const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Left_Bot (const Tex: TTexture; Progress: double);
+procedure Effect_Flip_Right_Top2 (const Tex: TTexture; Progress: double);
+procedure Effect_Twinkle_Down (const Tex: TTexture; Progress: double);
+
+const
+ Developers: array[0..10] of TCRTZ_Developer = (
+ (Name: 'alexanders'; Twinkle: true; FadeIn: Effect_Rotate_Left_Top; Draw: Effect_OnBeatJitter; FadeOut: Effect_Rotate_Right_Bot),
+ (Name: 'blindy'; Twinkle: true; FadeIn: Effect_ZoomIn_Rotate; Draw: Effect_OnBeatJitter; FadeOut: Effect_ZoomOut_Shift),
+ (Name: 'brunzel'; Twinkle: true; FadeIn: Effect_Shift_Left; Draw: Effect_Draw; FadeOut: Effect_Shift_Right_Top),
+ (Name: 'canni'; Twinkle: true; FadeIn: Effect_Flip_Bot; Draw: Effect_Draw; FadeOut: Effect_Flip_Right_Top),
+ (Name: 'hennymcc'; Twinkle: true; FadeIn: Effect_Flip_Right; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Right_Bot),
+ (Name: 'jaybinks'; Twinkle: true; FadeIn: Effect_Rotate_Right_Top; Draw: Effect_OnBeatJitter; FadeOut: Effect_Shift_Weird),
+ (Name: 'krueger'; Twinkle: true; FadeIn: Effect_Shift_Right_Bot; Draw: Effect_OnBeatJitter; FadeOut: Effect_Rotate_Right_Top2),
+ (Name: 'mezzox'; Twinkle: true; FadeIn: Effect_Flip_Left_Bot; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Right_Top),
+ (Name: 'mischi'; Twinkle: true; FadeIn: Effect_Shift_Weird; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Bot),
+ (Name: 'mog'; Twinkle: false; FadeIn: Effect_Twinkle_Down; Draw: Effect_OnBeatJitter; FadeOut: Effect_ZoomIn_Rotate),
+ (Name: 'whiteshark'; Twinkle: true; FadeIn: Effect_Rotate_Right_Top2; Draw: Effect_OnBeatJitter; FadeOut: Effect_Shift_Left)
+ );
+
+ { name specific times }
+ TimePerName = (Main_Names_End - Main_Names_Start) div Length(Developers);
+ NameFadeTime = 12; // duration of fade in/out in 1/100 secs
+ NameWaitTime = 5; // delay between fade out and fade in of the next devel in 1/100 secs
+ NameTwinkleTime = 2; // duration of star effects in 1/100 secs
+ BeatJitterTime = 3; // duration of on beat jitter effect
+ { position at which the names show up
+ note: due to use of translate this is the center
+ of the names not the upper left corner as usual }
+ NameX = 223;
+ NameY = 329;
+ NameW = 326;
+ NameH = 258;
+
+implementation
+
+uses
+ Math,
+ ULog,
+ UGraphic,
+ UMain,
+ UIni,
+ USongs,
+ Textgl,
+ ULanguage,
+ UCommon,
+ UPathUtils;
+
+function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
+begin
+ Result := true;
+ if (PressedDown) then
+ begin // Key Down
+ case PressedKey of
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE,
+ SDLK_RETURN :
+ begin
+ FadeTo(@ScreenMain);
+ AudioPlayback.PlaySound(SoundLib.Back);
+ end;
+{
+ SDLK_SPACE:
+ begin
+ setlength(CTime_hold,length(CTime_hold)+1);
+ CTime_hold[high(CTime_hold)]:=CTime;
+ end;
+}
+ end; // esac
+ end; // fi
+end;
+
+function TScreenCredits.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean;
+begin
+ Result := inherited ParseMouse(MouseButton, BtnDown, X, Y);
+
+ { calculate mouse coordinates from -1 to 1
+ relative to screen center }
+ MouseX := (X - (ScreenW / Screens) / 2) / ((ScreenW / Screens) / 2);
+ MouseY := (Y - ScreenH / 2) / (ScreenH / 2);
+
+ MouseMoved := true;
+end;
+
+procedure TScreenCredits.LoadNameTextures;
+ var I: integer;
+begin
+ SetLength(credits_names, Length(Developers));
+
+ for I := 0 to High(Developers) do
+ begin
+ credits_names[I] := Texture.LoadTexture(CreditsPath.Append('names_' + Developers[I].Name + '.png'), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+end;
+
+constructor TScreenCredits.Create;
+begin
+ inherited Create;
+
+ CreditsPath := ResourcesPath.Append('credits', pdAppend);
+
+ credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0);
+ credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ LoadNameTextures;
+
+ intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0);
+ outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+ outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ CRDTS_Stage:=InitialDelay;
+end;
+
+procedure TScreenCredits.OnShow;
+begin
+ inherited;
+
+ { pause background music }
+ SoundLib.PauseBgMusic;
+
+ CRDTS_Stage := InitialDelay;
+ CTime := 0;
+ Credits_X := 580;
+
+ { open credits tune, we play it after initial delay }
+ AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue
+
+ { reset twinkling stars }
+ GoldenRec.KillAll;
+
+ { reset mouse coords }
+ MouseMoved := false;
+ MouseX := 0;
+ MouseY := 0;
+
+ { hide cursor }
+ Display.SetCursor;
+end;
+
+procedure TScreenCredits.OnHide;
+begin
+ AudioPlayback.Stop;
+
+ { show cursor }
+ Display.SetCursor;
+
+ SoundLib.StartBgMusic;
+end;
+
+function TScreenCredits.Draw: boolean;
+ var
+ T: cardinal;
+begin
+ Result := true;
+
+ // reset beat detection
+ BeatDetected := false;
+
+ T := SDL_GetTicks() div 33;
+ if T <> Credits_Time then
+ begin
+ Credits_Time := T;
+ inc(CTime);
+ inc(CTime_hold);
+ Credits_X := Credits_X-2;
+
+ if (CRDTS_Stage = InitialDelay) and (CTime >= Delay_Before_Start) then
+ begin
+ CRDTS_Stage := Intro;
+ CTime := 0;
+ AudioPlayback.Play;
+ end
+ else if (CRDTS_Stage = Intro) and (CTime >= Main_Start) then
+ begin
+ CRDTS_Stage := MainPart;
+ end
+ else if (CRDTS_Stage = MainPart) and (CTime >= Tune_End) then
+ begin
+ CRDTS_Stage := Outro;
+ end;
+
+ // dis does teh muiwk y0r to be translated :-)
+ DetectBeat;
+ end;
+
+ case CRDTS_Stage of
+ InitialDelay: DrawInitialDelay;
+ Intro: DrawIntro;
+ MainPart: DrawMain;
+ Outro: DrawOutro;
+ end;
+
+ // make the stars shine
+ GoldenRec.Draw;
+end;
+
+procedure TScreenCredits.DrawInitialDelay;
+begin
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+end;
+
+procedure TScreenCredits.DrawIntro;
+ var
+ Separation, Scale,
+ AngleX, AngleY, AngleZ: single;
+ FlareX, FlareY: single;
+ I: integer;
+begin
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ { rotate logo anti clockwise and make it grow }
+ if (CTime >= Intro_Separation_End) then
+ begin
+ Separation := 1;
+ Scale := 1 + sqr(CTime - Intro_Separation_End) / (32 * (Main_Start - Intro_Separation_End));
+ AngleX := 0;
+ AngleY := 0;
+ AngleZ := 20 * sqr(CTime - Intro_Separation_End) / sqr((Main_Start - Intro_Separation_End) / 2);
+ end
+
+ { separate layers }
+ else if (CTime >= Intro_Stand_End) then
+ begin
+ Separation := 0.5 + 0.5 * (CTime - Intro_Stand_End) / (Intro_Separation_End - Intro_Stand_End);
+ Scale := 1;
+ AngleX := 0;
+ AngleY := 0;
+ AngleZ := 0;
+ end
+
+ { stand still }
+ else if (CTime >= Intro_Zoom_End) then
+ begin
+ Separation := 0.5;
+ Scale := 1;
+ AngleX := 0;
+ AngleY := 0;
+ AngleZ := 0;
+ end
+
+ { rotate left }
+ else
+ begin
+ Separation := 0.5 + 0.5 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End);
+ Scale := 1;
+ AngleX := 10 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End);
+ AngleY := 20 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End);
+ AngleZ := 0;
+ end;
+
+ { the user moved the mouse, overwrite X and Y angle with
+ according to mouse position }
+ if (MouseMoved) then
+ begin
+ // calculate destination angle
+ AngleX := 30 * MouseY;
+ AngleY := 30 * MouseX;
+
+ { move angle towards destination }
+ if not SameValue(LogoAngleX, AngleX, 0.001) then
+ AngleX := LogoAngleX + 0.05 * (AngleX - LogoAngleX);
+
+ if not SameValue(LogoAngleY, AngleY, 0.001) then
+ AngleY := LogoAngleY + 0.05 * (AngleY - LogoAngleY);
+ end;
+
+ // save last angle
+ LogoAngleX := AngleX;
+ LogoAngleY := AngleY;
+
+ DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ);
+
+ { do some sparkling effects }
+ if (CTime < Intro_Zoom_End) and (CTime > Intro_Flare_Start) then
+ begin
+ for I := 1 to 3 do
+ begin
+ FlareX := 410 + Floor((CTime - Intro_Flare_Start) / (Intro_Zoom_End - Intro_Flare_Start) * (536 - 410)) + RandomRange(-5, 5);
+ FlareY := Floor((Intro_Zoom_End - CTime) / 22) + RandomRange(285, 301);
+ GoldenRec.Spawn(FlareX, FlareY, 1, 16, 0, -1, Flare, 0);
+ end;
+ end;
+
+ { fade to white at end }
+ if Ctime > Intro_FadeToWhite_Start then
+ begin
+ glColor4f(1, 1, 1, sqr(CTime - Intro_FadeToWhite_Start) * (CTime - Intro_FadeToWhite_Start) / sqr(Main_Start - Intro_FadeToWhite_Start));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f( 0, 0);
+ glVertex2f( 0, 600);
+ glVertex2f(800, 600);
+ glVertex2f(800, 0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+end;
+
+procedure Start3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix;
+ glLoadIdentity;
+ glFrustum(-0.3 * 4 / 3, 0.3 * 4 / 3, -0.3, 0.3, 1, 1000);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity;
+end;
+
+procedure End3D;
+begin
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix;
+ glMatrixMode(GL_MODELVIEW);
+end;
+
+procedure TScreenCredits.DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ: single);
+ var
+ TotalAngle: single;
+begin
+ Start3D;
+ glPushMatrix;
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glTranslatef(0, 0, -5 + 0.5 * Separation);
+
+ TotalAngle := Abs(AngleX) + Abs(AngleY) + Abs(AngleZ);
+ if not isZero(TotalAngle) then
+ glRotatef(TotalAngle, AngleX / TotalAngle, AngleY / TotalAngle, AngleZ / TotalAngle);
+
+ glScalef(Scale, Scale, 1);
+
+ glScalef(4/3, -1, 1);
+ glColor4f(1, 1, 1, 1);
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.4 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.4 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.4 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.4 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.3 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.3 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.3 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.3 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.2 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.2 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.2 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.2 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.1 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.1 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.1 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.1 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, 0 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, 0 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, 0 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, 0 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.1 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.1 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.1 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.1 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.2 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.2 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.2 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.2 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.3 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.3 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.3 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.3 * Separation);
+ glEnd;
+
+ glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.22 * Separation);
+ glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.22 * Separation);
+ glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.22 * Separation);
+ glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.22 * Separation);
+ glEnd;
+
+ glDisable(Gl_Texture_2D);
+ glDisable(GL_BLEND);
+
+ glPopMatrix;
+ End3D;
+end;
+
+procedure TScreenCredits.DrawMain;
+begin
+ DrawMainBG;
+ DrawFunkyText;
+ DrawNames;
+ DrawMainFG;
+ DoLogoBling;
+
+ // fade out at end of main part
+ if (Ctime > Main_FadeOut_Start) then
+ begin
+ glColor4f(0, 0, 0, (CTime - Main_FadeOut_Start) / (Tune_End - Main_FadeOut_Start));
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ glVertex2f( 0, 0);
+ glVertex2f( 0, 600);
+ glVertex2f(800, 600);
+ glVertex2f(800, 0);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+end;
+
+procedure TScreenCredits.DrawMainBG;
+begin
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
+ glBegin(Gl_Quads);
+ glTexCoord2f( 0, 0); glVertex2f( 0, 0);
+ glTexCoord2f( 0, 600/1024); glVertex2f( 0, RenderH);
+ glTexCoord2f(800/1024, 600/1024); glVertex2f(RenderW, RenderH);
+ glTexCoord2f(800/1024, 0); glVertex2f(RenderW, 0);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+end;
+
+procedure TScreenCredits.DrawFunkyText;
+var
+ S: integer;
+ X, Y, A: real;
+ visibleText: string;
+begin
+ SetFontSize(30);
+
+ // init ScrollingText
+ if (CTime = Main_Start) then
+ begin
+ // set position of text
+ Credits_X := 600;
+ CurrentScrollStart := 1;
+ CurrentScrollEnd := 1;
+ end;
+
+ if (CTime > Main_Start) and
+ (CurrentScrollStart < length(Funky_Text)) then
+ begin
+ X := 0;
+ visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd);
+
+ for S := 1 to length(visibleText) do
+ begin
+ Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi));
+ SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000);
+
+ if (Credits_X + X > 32) then
+ A := 17
+ else if (Credits_X + X >= 15) then
+ A := Credits_X + X - 15
+ else
+ A := 0;
+
+ glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900,
+ 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000,
+ 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100,
+ A / 17);
+ glPrint(visibleText[S]);
+ X := X + glTextWidth(visibleText[S]);
+ end;
+
+ if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then
+ begin
+ Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]);
+ inc(CurrentScrollStart);
+ end;
+
+ visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd);
+
+ if (Credits_X + glTextWidth(visibleText) < 600) and
+ (CurrentScrollEnd < length(Funky_Text)) then
+ begin
+ inc(CurrentScrollEnd);
+ end;
+ end;
+{
+// timing hack
+ X:=5;
+ SetFontStyle(2);
+ SetFontItalic(false);
+ SetFontSize(27);
+ glColor4f(1, 1, 1, 1);
+ for S := 0 to high(CTime_hold) do
+ begin
+ visibleText := inttostr(CTime_hold[S]);
+ SetFontPos (500, X);
+ glPrint(visibleText[0]);
+ X := X + 20;
+ end;
+}
+end;
+
+procedure TScreenCredits.DrawNames;
+ var
+ Dev: integer;
+ Ticks: integer;
+ DevTicks: integer;
+ TwinkleW, TwinkleH: integer;
+begin
+ Ticks := (CTime - Main_Names_Start);
+ Dev := Ticks div TimePerName;
+ DevTicks := Ticks mod TimePerName;
+
+ {// debug stuff
+ SetFontPos(20, 20);
+ glPrint('Ticks: ' + IntToStr(Ticks));
+ SetFontPos(20, 45);
+ glPrint('Dev: ' + IntToStr(Dev));
+ SetFontPos(20, 70);
+ glPrint('DevTicks: ' + IntToStr(DevTicks)); //}
+
+ if (Ticks >= 0) and (Dev <= High(Developers)) then
+ begin
+ { spawn twinkling stars }
+ if (Developers[Dev].Twinkle) and (DevTicks >= NameFadeTime) and (DevTicks <= NameFadeTime + NameTwinkleTime) then
+ begin
+ TwinkleW := Round(NameW * 0.6);
+ TwinkleH := Round(NameH * 0.6);
+
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ end;
+
+ { prepare drawing }
+ glPushMatrix;
+ glTranslatef(NameX, NameY, 0);
+ glBindTexture(GL_TEXTURE_2D, credits_names[Dev].TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+
+ // calculate progress and call effect
+ if (DevTicks <= NameFadeTime) then
+ Developers[Dev].FadeIn(credits_names[Dev], DevTicks / NameFadeTime)
+ else if (DevTicks >= TimePerName - NameFadeTime - NameWaitTime) then
+ begin
+ if (DevTicks < TimePerName - NameWaitTime) then
+ Developers[Dev].FadeOut(credits_names[Dev], ((TimePerName - NameWaitTime) - DevTicks) / NameFadeTime);
+ end
+ else
+ Developers[Dev].Draw(credits_names[Dev], (DevTicks - NameFadeTime) / (TimePerName - NameFadeTime * 2 - NameWaitTime));
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glPopMatrix;
+ end;
+end;
+
+procedure TScreenCredits.DrawMainFG;
+begin
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
+ glBegin(gl_Quads);
+ glTexCoord2f( 0, 0); glVertex2f(800-393, 0);
+ glTexCoord2f( 0, 600/1024); glVertex2f(800-393, 600);
+ glTexCoord2f(393/512, 600/1024); glVertex2f(800, 600);
+ glTexCoord2f(393/512, 0); glVertex2f(800, 0);
+ glEnd;
+
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+end;
+
+procedure TScreenCredits.DoLogoBling;
+ const
+ myLogoCoords: array[0..27,0..1] of cardinal = (
+ ( 39,32),( 84,32),(100,16),(125,24),
+ (154,31),(156,58),(168,32),(203,36),
+ (258,34),(251,50),(274,93),(294,84),
+ (232,54),(278,62),(319,34),(336,92),
+ (347,23),(374,32),(377,58),(361,83),
+ (385,91),(405,91),(429,35),(423,51),
+ (450,32),(485,34),(444,91),(486,93)
+ );
+ var
+ Coords: integer;
+ StartFrame: integer;
+begin
+ if (CTime > Main_OnBeatTwinkle_Start ) and
+ (CTime < Main_FadeOut_Start) then
+ begin
+ { spawn stars only in frames where a beat was detected }
+ if BeatDetected then
+ begin
+ StartFrame := RandomRange(6, 16);
+ Coords := RandomRange(0, 27);
+
+ GoldenRec.Spawn(myLogoCoords[Coords,0], myLogoCoords[Coords,1], 16-StartFrame, StartFrame, 0, -1, PerfectNote, 0);
+ end;
+ end;
+end;
+
+procedure TScreenCredits.DrawOutro;
+begin
+ if CTime = Tune_End then
+ begin
+ CTime_hold := 0;
+ AudioPlayback.Stop;
+ AudioPlayback.Open(SoundPath.Append('credits-outro-tune.mp3'));
+ AudioPlayback.SetVolume(0.2);
+ AudioPlayback.SetLoop(true);
+ AudioPlayback.Play;
+ end;
+
+ if CTime_hold > 231 then
+ begin
+ AudioPlayback.Play;
+ Ctime_hold := 0;
+ end;
+
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ // do something useful
+ // outro background
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
+ glBegin(gl_quads);
+ glTexCoord2f( 0, 0); glVertex2f( 0, 0);
+ glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600);
+ glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600);
+ glTexCoord2f(800/1024, 0); glVertex2f(800, 0);
+ glEnd;
+
+ // outro overlays
+ glColor4f(1, 1, 1, (2 + sin(CTime / 15)) / 3);
+ glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
+ glBegin(Gl_Quads);
+ glTexCoord2f( 0, 0); glVertex2f( 0, 0);
+ glTexCoord2f( 0, 223/256); glVertex2f( 0, 223);
+ glTexCoord2f(487/512, 223/256); glVertex2f(487, 223);
+ glTexCoord2f(487/512, 0); glVertex2f(487, 0);
+ glEnd;
+
+ if (RandomRange(0,20) <= 18) then
+ begin
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
+ glBegin(Gl_Quads);
+ glTexCoord2f( 0, 0); glVertex2f(800-310, 600-247);
+ glTexCoord2f( 0, 247/256); glVertex2f(800-310, 600 );
+ glTexCoord2f(310/512, 247/256); glVertex2f(800, 600 );
+ glTexCoord2f(310/512, 0); glVertex2f(800, 600-247);
+ glEnd;
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ // outro scrollers?
+ // ...
+end;
+
+{ name effects }
+{ effects are called with blending texture and matrix prepared }
+procedure Effect_Draw (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, 1);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_OnBeatJitter (const Tex: TTexture; Progress: double);
+ var
+ Diff: cardinal;
+ Alpha: double;
+begin
+ Diff := ScreenCredits.CTime - ScreenCredits.LastBeatTime;
+ if (Diff < BeatJitterTime) then
+ Alpha := 0.5 + 0.5 * Diff / BeatJitterTime
+ else
+ Alpha := 1;
+
+ glColor4f(1, 1, 1, Alpha);
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Rotate_Left_Top (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ gltranslatef(-NameX, 0, 0);
+ glrotatef(Progress * 90 + 270, 0, 0, 1);
+ gltranslatef(NameX, 0, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Rotate_Right_Bot (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ gltranslatef(NameX, 0, 0);
+ glrotatef((Progress - 1) * 90, 0, 0, 1);
+ gltranslatef(-NameX, 0, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_ZoomIn_Rotate (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glscalef(sqr(Progress), sqr(Progress), sqr(Progress));
+ glrotatef(Progress * 360, 0, 0, 1);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_ZoomOut_Shift (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := (1 - Progress);
+ gltranslatef(X * 300, -X * 100, 0);
+ glscalef(1 + X, 1 + X, 1 + X);
+ glrotatef(X * 90, 0, 0, 1);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Shift_Left (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glTranslatef((Progress - 1) * 210, 0, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Shift_Right_Top (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glTranslatef((1 - Progress) * 210, (Progress - 1) * 105, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Flip_Bot (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := NameH * (1 - Progress);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2 - 1.5 * X, -NameH/2 + 1.5 * X);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 + 1.5 * X, -NameH/2 + 1.5 * X);
+ glEnd;
+end;
+
+procedure Effect_Flip_Right_Top (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := NameW * (1 - Progress);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X, -NameH/2 - X/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X, NameH/2 - (X * 1.5 * NameH / NameW));
+ glTexCoord2f(1, 1); glVertex2f( NameW/2 + X, NameH/2 + X / 4);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 + X, -NameH/2 - X / 4);
+ glEnd;
+end;
+
+procedure Effect_Flip_Right (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := NameW * (1 - Progress);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2 - X, NameH/2 + X * 1.5);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 - X, -NameH/2 - X * 1.5);
+ glEnd;
+end;
+
+procedure Effect_Flip_Right_Bot (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := NameW * (1 - Progress);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X * 1.5, -NameH/2 + X * 1.5);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X * 1.2, NameH/2 + X);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2 + X / 2, NameH/2 + X / 4);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 + X * 1.5, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Rotate_Right_Top (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glTranslatef(NameX, 0, 0);
+ glrotatef((1 - Progress) * 90, 0, 0, 1);
+ glTranslatef(-NameX, 0, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Shift_Weird (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := (Progress - 1);
+
+ glTranslatef(X * 200, X * 100, 0);
+ glScalef(Progress, Progress, Progress);
+ glRotatef(X * 90, 0, 0, 1);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Shift_Right_Bot (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glTranslatef((1 - Progress) * 200, (1 - Progress) * 100, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Rotate_Right_Top2 (const Tex: TTexture; Progress: double);
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ glTranslatef(0, -NameX, 0);
+ glRotatef((Progress - 1) * 90, 0, 0, 1);
+ glTranslatef(0, NameX, 0);
+ glRotatef((1 - Progress) * 90, 0, 0, 1);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2);
+ glEnd;
+end;
+
+procedure Effect_Flip_Left_Bot (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := (1 - Progress) * NameW;
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2 - X, -NameH/2 + X / 4);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2 - X / 4, NameH/2 + X / 4);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2 - X * 1.2, NameH/2 + X / 2);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 - X * 1.5, -NameH/2 + X * 1.5);
+ glEnd;
+end;
+
+procedure Effect_Flip_Right_Top2 (const Tex: TTexture; Progress: double);
+ var
+ X: double;
+begin
+ glColor4f(1, 1, 1, Progress);
+
+ X := (1 - Progress) * NameW;
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X, -NameH/2 - X / 2);
+ glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X, NameH/2 + X / 2);
+ glTexCoord2f(1, 1); glVertex2f( NameW/2 + X / 4, NameH/2 - X / 4);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2 + X / 4, -NameH/2 + X / 4);
+ glEnd;
+end;
+
+procedure Effect_Twinkle_Down (const Tex: TTexture; Progress: double);
+begin
+ // draw name
+ glColor4f(1, 1, 1, 1);
+
+ glTranslatef(0, NameH/2, 0);
+
+ glBegin(gl_Quads);
+ glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH * Progress);
+ glTexCoord2f(0, Progress); glVertex2f(-NameW/2, 0);
+ glTexCoord2f(1, Progress); glVertex2f( NameW/2, 0);
+ glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH * Progress);
+ glEnd;
+
+ //spawn some stars on the edge
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1);
+ GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5);
+end;
+
+{ beat detection algorithm
+ based on a tutorial from Frédéric Patin on gamedev.net
+ http://www.gamedev.net/reference/programming/features/beatdetection/default.asp }
+
+{ calculates average value of a history buffer }
+function Average(History: TEnergyHistory): single;
+ var I: integer;
+begin
+ Result := 0;
+
+ for I := 0 to HistoryLength - 1 do
+ Result := Result + History[I];
+
+ Result := Result / HistoryLength;
+end;
+
+{ calculates variance value of a history buffer }
+function Variance(History: TEnergyHistory; Average: single): single;
+ var I: integer;
+begin
+ Result := 0;
+
+ for I := 0 to HistoryLength - 1 do
+ Result := Result + sqr(History[I] - Average);
+
+ Result := Result / HistoryLength;
+end;
+
+{ shifts all values of the history to the right and
+ adds the new value at the front }
+procedure AddHistory(Value: single; var History: TEnergyHistory);
+ var I: integer;
+begin
+ for I := HistoryLength - 1 downto 1 do
+ History[I] := History[I-1];
+
+ History[0] := Value;
+end;
+
+{ calculates instant energy from FFT data for a specific
+ subchannel (0..SubChannelCount - 1) }
+function CalculateInstantEnergy(SubChannel: integer; Data: TFFTData): single;
+ var I: integer;
+begin
+ Result := 0;
+ for I := SubChannel * SamplesPerChannel to (SubChannel + 1) * SamplesPerChannel - 1 do
+ Result := Result + Data[I] * BeatEnergyModifier;
+
+ Result := Result / SamplesPerChannel;
+end;
+
+procedure TScreenCredits.DetectBeat;
+ var
+ Data: TFFTData;
+ I: integer;
+ Instant: single;
+ C, E, V: single;
+begin
+ AudioPlayback.GetFFTData(Data);
+
+ // do beatdetection for every subchannel
+ for I := 0 to SubChannelCount - 1 do
+ begin
+ Instant := CalculateInstantEnergy(I, Data);
+ E := Average(SubchannelHistory[I]);
+ V := Variance(SubchannelHistory[I], E);
+
+ C := (-0.0025714 * V) + 1.5142857;
+
+ AddHistory(Instant, SubChannelHistory[I]);
+
+ if (Instant > 2) and (Instant > C * E) then
+ begin
+ // beat detected
+ BeatDetected := true;
+ LastBeatTime := CTime;
+ end;
+ end;
+end;
+
+end.