unit UScreenCredits;
interface
uses
UMenu, SDL, UDisplay, UTexture, OpenGL12, UMusic, UFiles, SysUtils, UThemes, ULCD, ULight, UGraphicClasses;
type
TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
TScreenCredits = class(TMenu)
public
Credits_X: Real;
Credits_Time: Cardinal;
Credits_Alpha: Cardinal;
CTime: Cardinal;
CTime_hold: Cardinal;
ESC_Alpha: Integer;
credits_entry_tex: TTexture;
credits_entry_dx_tex: TTexture;
credits_bg_tex: TTexture;
credits_bg_ovl: TTexture;
// credits_bg_logo: TTexture;
credits_bg_scrollbox_left: TTexture;
credits_blindguard: TTexture;
credits_blindy: TTexture;
credits_canni: TTexture;
credits_commandio: TTexture;
credits_lazyjoker: TTexture;
credits_mog: TTexture;
credits_mota: TTexture;
credits_skillmaster: TTexture;
credits_whiteshark: 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;
deluxe_slidein: cardinal;
CurrentScrollText: String;
NextScrollUpdate: Real;
EndofLastScrollingPart: Cardinal;
CurrentScrollStart, CurrentScrollEnd: Integer;
CRDTS_Stage: TCreditsStages;
myTex: glUint;
Fadeout: boolean;
constructor Create; override;
function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
function Draw: boolean; override;
procedure onShow; override;
procedure onHide; override;
procedure DrawCredits;
procedure Draw_FunkyText;
end;
const
Funky_Text: AnsiString =
'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you�re hearing, '+
'all the people who put massive effort and work in new songs (don�t 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,..';
Timings: array[0..21] of Cardinal=(
20, // 0 Delay vor Start
149, // 1 Ende erster Intro Zoom
155, // 2 Start 2. Action im Intro
170, // 3 Ende Separation im Intro
271, // 4 Anfang Zoomout im Intro
0, // 5 unused
261, // 6 Start fade-to-white im Intro
271, // 7 Start Main Part
280, // 8 Start On-Beat-Sternchen Main Part
396, // 9 Start BlindGuard
666, // 10 Start blindy
936, // 11 Start Canni
1206, // 12 Start Commandio
1476, // 13 Start LazyJoker
1746, // 14 Start Mog
2016, // 15 Start Mota
2286, // 16 Start SkillMaster
2556, // 17 Start WhiteShark
2826, // 18 Ende Whiteshark
3096, // 19 Start FadeOut Mainscreen
3366, // 20 Ende Credits Tune
60); // 21 start flare im intro
implementation
uses // Dialogs,
Windows,
UGraphic,
UMain,
UIni,
USongs,
Textgl,
// opengl,
ULanguage,
Math;
{$IFDEF FPC}
// TODO : JB - move this to a lazarus common file for ultrastar
function RandomRange(aMin: Integer; aMax: Integer) : Integer;
begin
RandomRange := Random(aMax-aMin) + aMin ;
end;
{$ENDIF}
function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
FadeTo(@ScreenMain);
Music.PlayBack;
end;
{ SDLK_SPACE:
begin
setlength(CTime_hold,length(CTime_hold)+1);
CTime_hold[high(CTime_hold)]:=CTime;
end;
}
end;//esac
end; //fi
end;
constructor TScreenCredits.Create;
begin
inherited Create;
credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
CRDTS_Stage:=InitialDelay;
end;
function TScreenCredits.Draw: boolean;
begin
DrawCredits;
Draw:=true;
end;
procedure TScreenCredits.onShow;
begin
CRDTS_Stage:=InitialDelay;
Credits_X := 580;
deluxe_slidein := 0;
Credits_Alpha := 0;
//Music.SetLoop(true); Loop looped ned, so ne scheisse
Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeet�����!!
// Music.Play;
CTime:=0;
// setlength(CTime_hold,0);
end;
procedure TScreenCredits.onHide;
begin
Music.Stop;
end;
Procedure TScreenCredits.Draw_FunkyText;
var
S: Integer;
X,Y,A: Real;
visibleText: PChar;
begin
SetFontSize(10);
//Init ScrollingText
if (CTime = Timings[7]) then
begin
//Set Position of Text
Credits_X := 600;
CurrentScrollStart:=1;
CurrentScrollEnd:=1;
end;
if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
begin
X:=0;
visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
for S := 0 to length(visibleText)-1 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);
A:=0;
if (Credits_X+X < 15) then A:=0;
if (Credits_X+X >=15) then A:=Credits_X+X-15;
if Credits_X+X > 32 then A:=17;
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);
glPrintLetter(visibleText[S]);
X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
end;
if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
inc(CurrentScrollStart);
end;
visibleText:=pchar(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(9);
glColor4f(1, 1, 1, 1);
for S:=0 to high(CTime_hold) do begin
visibleText:=pchar(inttostr(CTime_hold[S]));
SetFontPos (500, X);
glPrint (Addr(visibleText[0]));
X:=X+20;
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.DrawCredits;
var
T,I: Cardinal;
X: Real;
Ver: PChar;
RuntimeStr: AnsiString;
Data: TFFTData;
j,k,l:cardinal;
f,g,h: Real;
STime:cardinal;
Delay:cardinal;
myPixel: longword;
myColor: Cardinal;
myScale: Real;
myAngle: Real;
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));
begin
//dis does teh muiwk y0r
Data := Music.GetFFTData;
T := GetTickCount 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=Timings[0]) then
begin
// CTime:=Timings[20];
// CRDTS_Stage:=Outro;
CRDTS_Stage:=Intro;
CTime:=0;
Music.Play;
end;
if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
begin
CRDTS_Stage:=MainPart;
end;
if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
begin
CRDTS_Stage:=Outro;
end;
end;
//draw background
if CRDTS_Stage=InitialDelay then
begin
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
end
else
if CRDTS_Stage=Intro then
begin
Start3D;
glPushMatrix;
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
if CTime < Timings[1] then begin
myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
end else begin // this is the part when the logo stands still
myScale:=0.5;
myAngle:=0;
end;
if CTime > Timings[2] then begin
myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
myAngle:=0;
end;
// if CTime > Timings[3] then myScale:=1; // keep the space between layers
glTranslatef(0,0,-5+0.5*myScale);
if CTime > Timings[3] then myScale:=1; // keep the space between layers
if CTime > Timings[3] then begin // make logo rotate left and grow
// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
end;
if CTime < Timings[2] then
glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
// glScalef(0.5,0.5,0.5);
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 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
glEnd;
glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
glEnd;
gldisable(gl_texture_2d);
glDisable(GL_BLEND);
glPopMatrix;
End3D;
// do some sparkling effects
if (CTime < Timings[1]) and (CTime > Timings[21]) then
begin
for k:=1 to 3 do begin
l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
end;
end;
// fade to white at end
if Ctime > Timings[6] then
begin
glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glVertex2f(0,0);
glVertex2f(0,600);
glVertex2f(800,600);
glVertex2f(800,0);
glEnd;
glDisable(GL_BLEND);
end;
end;
if (CRDTS_Stage=MainPart) then
// main credits screen background, scroller, logo and girl
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, 600);
glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
glTexCoord2f(800/1024,0);glVertex2f(800, 0);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
// draw scroller
Draw_FunkyText;
//#########################################################################
// draw credits names
// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
STime:=Timings[9]-10;
Delay:=Timings[10]-Timings[9];
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(0,329,0);
if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
gltranslatef(223,0,0);
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
gltranslatef(223,0,0);
glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
gltranslatef(-223,0,0);
end;
glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Blindy (zoom von 0 auf volle gr�sse und drehung, zoom auf doppelte gr�sse und nach rechts oben schieben)
STime:=Timings[10]-10;
Delay:=Timings[11]-Timings[10]+5;
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+20) and (CTime<=STime+22) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+20 then begin
j:=CTime-Stime;
glscalef(j*j/400,j*j/400,j*j/400);
glrotatef(j*18.0,0,0,1);
end;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
f:=j*10.0;
gltranslatef(f*3,-f,0);
glscalef(1+j/10,1+j/10,1+j/10);
glrotatef(j*9.0,0,0,1);
end;
glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Canni (von links reinschieben, nach rechts oben rausschieben)
STime:=Timings[11]-10;
Delay:=Timings[12]-Timings[11]+5;
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then begin
gltranslatef(((CTime-STime)*21.0)-210,0,0);
end;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=(CTime-(STime+Delay-10))*21;
gltranslatef(j,-j/2,0);
end;
glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Commandio (von unten reinklappen, nach rechts oben rausklappen)
STime:=Timings[12]-10;
Delay:=Timings[13]-Timings[12];
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then
f:=258.0-25.8*(CTime-STime)
else
f:=0;
g:=0;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
g:=32.6*j;
end;
glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
STime:=Timings[13]-35;
Delay:=Timings[14]-Timings[13]+5;
if CTime > STime then
begin
k:=0;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
ESC_Alpha:=10;
f:=CTime-STime;
if CTime <=STime+40 then j:=CTime-STime else j:=40;
if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
glPushMatrix;
gltranslatef(180+(f-70),329,0);
glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Mog (von links reinklappen, nach rechts unten rausklappen)
STime:=Timings[14]-10;
Delay:=Timings[15]-Timings[14]+5;
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then
f:=326.0-32.6*(CTime-STime)
else
f:=0;
g:=0;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
g:=32.6*j;
end;
glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
STime:=Timings[15]-10;
Delay:=Timings[16]-Timings[15]+5;
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then begin
gltranslatef(223,0,0);
glrotatef((10-(CTime-STime))*9,0,0,1);
gltranslatef(-223,0,0);
end;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
f:=j*10.0;
gltranslatef(-f*2,-f,0);
glscalef(1-j/10,1-j/10,1-j/10);
glrotatef(-j*9.0,0,0,1);
end;
glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
STime:=Timings[16]-10;
Delay:=Timings[17]-Timings[16]+5;
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then begin
j:=STime+10-CTime;
f:=j*10.0;
gltranslatef(+f*2,+f/2,0);
end;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
gltranslatef(0,-223,0);
glrotatef(integer(j)*-9,0,0,1);
gltranslatef(0,223,0);
glrotatef(j*9,0,0,1);
end;
glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163, -129);
glTexCoord2f(0,1);glVertex2f(-163, 129);
glTexCoord2f(1,1); glVertex2f(163, 129);
glTexCoord2f(1,0);glVertex2f(163, -129);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
STime:=Timings[17]-10;
Delay:=Timings[18]-Timings[17];
if CTime > STime then
begin
k:=0;
ESC_Alpha:=20;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
if ESC_Alpha >20 then ESC_Alpha:=20;
if ((CTime-STime)<20) then ESC_Alpha:=20;
if CTime <=STime+10 then j:=CTime-STime else j:=10;
if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
if (CTime >= STime+10) and (CTime<=STime+12) then begin
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
end;
glPushMatrix;
gltranslatef(223,329,0);
if CTime <= STime+10 then
f:=326.0-32.6*(CTime-STime)
else
f:=0;
if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
j:=CTime-(STime+Delay-10);
g:=32.6*j;
end else
g:=0;
glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
glEnd;
gldisable(gl_texture_2d);
gldisable(GL_BLEND);
glPopMatrix;
end;
// ####################################################################
// do some twinkle stuff (kinda on beat)
if (CTime>Timings[8]) and (CTime < Timings[19]) then begin
k:=0;
for j:=0 to 40 do
if Data[j]>=Data[k] then k:=j;
if Data[k]>0.2 then begin
l:=RandomRange(6,16);
j:=RandomRange(0,27);
GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
end;
end;
//#################################################
// draw the rest of the main screen (girl and logo
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;
{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
glbegin(gl_quads);
glTexCoord2f(0,0);glVertex2f(0, 0);
glTexCoord2f(0,112/128);glVertex2f(0, 112);
glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
glTexCoord2f(497/512,0);glVertex2f(497, 0);
glEnd;
}
gldisable(gl_texture_2d);
glDisable(GL_BLEND);
// fade out at end of main part
if Ctime > Timings[19] then
begin
glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
glEnable(GL_BLEND);
glBegin(GL_QUADS);
glVertex2f(0,0);
glVertex2f(0,600);
glVertex2f(800,600);
glVertex2f(800,0);
glEnd;
glDisable(GL_BLEND);
end;
end
else
if (CRDTS_Stage=Outro) then
begin
if CTime=Timings[20] then begin
CTime_hold:=0;
Music.Stop;
Music.Open(soundpath + 'credits-outro-tune.mp3');
Music.Play;
Music.SetVolume(20);
Music.SetLoop(True);
end;
if CTime_hold > 231 then begin
Music.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, (1+sin(CTime/15))/3+1/3);
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;
ESC_Alpha:=20;
if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
ESC_Alpha:=0
else inc(ESC_Alpha);
if ESC_Alpha > 20 then ESC_Alpha:=20;
glColor4f(1, 1, 1, ESC_Alpha/20);
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;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
// outro scrollers?
// ...
end;
{ // draw credits runtime counter
SetFontStyle (2);
SetFontItalic(False);
SetFontSize(9);
SetFontPos (5, 5);
glColor4f(1, 1, 1, 1);
// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
RuntimeStr:='CTime: '+inttostr(CTime);
glPrint (Addr(RuntimeStr[1]));
}
// make the stars shine
GoldenRec.Draw;
end;
end.